using UnityEngine;
using System.Collections;

namespace LylekGames.Tools
{
    public class MouseLook : MonoBehaviour
    {

        public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
        public RotationAxes axes = RotationAxes.MouseXAndY;
        public float sensitivityX = 15F;
        public float sensitivityY = 15F;

        public float minimumX = -360F;
        public float maximumX = 360F;

        public float minimumY = -60F;
        public float maximumY = 60F;

        float rotationY = 0F;
        float rotationX = 0F;

        void Update()
        {
            if (axes == RotationAxes.MouseXAndY)
            {
                rotationX += Input.GetAxis("Mouse X") * sensitivityX; rotationX = Mathf.Clamp(rotationX, minimumX, maximumX);


                rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
                rotationY = Mathf.Clamp(rotationY, minimumY, maximumY);
                transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
            }
            else if (axes == RotationAxes.MouseX)
            {
                transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
            }
            else
            {
                rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
                rotationY = Mathf.Clamp(rotationY, minimumY, maximumY);

                transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
            }
        }

        void Start()
        {
            // Make the rigid body not change rotation
            if (GetComponent<Rigidbody>())
                GetComponent<Rigidbody>().freezeRotation = true;
        }
    }
}